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Minor ortographic corrections of ruletypes.h (#1147)
* Update ruletypes.h * Update ruletypes.h
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@ -36,7 +36,7 @@
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RULE_CATEGORY(Character)
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RULE_CATEGORY(Character)
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RULE_INT(Character, MaxLevel, 65, "Sets the highest level attainable by experience for players")
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RULE_INT(Character, MaxLevel, 65, "Sets the highest level for players that can be reached through experience")
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RULE_BOOL(Character, PerCharacterQglobalMaxLevel, false, "Check for qglobal 'CharMaxLevel' character qglobal (Type 5, \"\"), if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterQglobalMaxLevel, false, "Check for qglobal 'CharMaxLevel' character qglobal (Type 5, \"\"), if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterBucketMaxLevel, false, "Check for data bucket 'CharMaxLevel', if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterBucketMaxLevel, false, "Check for data bucket 'CharMaxLevel', if player tries to level beyond that point, it will not go beyond that level")
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RULE_INT(Character, MaxExpLevel, 0, "Defines the maximum level that can be reached through experience")
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RULE_INT(Character, MaxExpLevel, 0, "Defines the maximum level that can be reached through experience")
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@ -57,8 +57,8 @@ RULE_REAL(Character, ExpMultiplier, 0.5, "If greater than 0, the experience gain
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RULE_REAL(Character, AAExpMultiplier, 0.5, "If greater than 0, the AA experience gained is multiplied by this value. ")
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RULE_REAL(Character, AAExpMultiplier, 0.5, "If greater than 0, the AA experience gained is multiplied by this value. ")
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RULE_REAL(Character, GroupExpMultiplier, 0.5, "The experience in a group is multiplied by this value in addition to the group multiplier. The group multiplier is: 2 members=x 1.2, 3=x1.4, 4=x1.6, 5=x1.8, 6=x2.16")
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RULE_REAL(Character, GroupExpMultiplier, 0.5, "The experience in a group is multiplied by this value in addition to the group multiplier. The group multiplier is: 2 members=x 1.2, 3=x1.4, 4=x1.6, 5=x1.8, 6=x2.16")
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RULE_REAL(Character, RaidExpMultiplier, 0.2, "The experience gained in raids is multiplied by (1-RaidExpMultiplier) ")
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RULE_REAL(Character, RaidExpMultiplier, 0.2, "The experience gained in raids is multiplied by (1-RaidExpMultiplier) ")
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RULE_BOOL(Character, UseXPConScaling, true, "When activated, the experience is modified depending on the difference between player level and NPC level. The settings Green/LightBlue/Blue//White/Yellow and RedModifier are used")
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RULE_BOOL(Character, UseXPConScaling, true, "When activated, the experience is modified depending on the difference between player level and NPC level. The values from the rules GreenModifier to RedModifier are used")
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RULE_INT(Character, ShowExpValues, 0, "Show expirience values. 0=normal, 1=show raw experience values, 2=show raw experience values and percent")
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RULE_INT(Character, ShowExpValues, 0, "Show experience values. 0=normal, 1=show raw experience values, 2=show raw experience values and percent")
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RULE_INT(Character, GreenModifier, 20, "The experience obtained for green con mobs is multiplied by value/100")
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RULE_INT(Character, GreenModifier, 20, "The experience obtained for green con mobs is multiplied by value/100")
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RULE_INT(Character, LightBlueModifier, 40, "The experience obtained for light-blue con mobs is multiplied by value/100")
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RULE_INT(Character, LightBlueModifier, 40, "The experience obtained for light-blue con mobs is multiplied by value/100")
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RULE_INT(Character, BlueModifier, 90, "The experience obtained for blue con mobs is multiplied by value/100")
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RULE_INT(Character, BlueModifier, 90, "The experience obtained for blue con mobs is multiplied by value/100")
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@ -80,7 +80,7 @@ RULE_INT(Character, ItemAccuracyCap, 150, "Limit on accuracy granted by items")
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RULE_INT(Character, ItemAvoidanceCap, 100, "Limit on avoidance granted by items")
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RULE_INT(Character, ItemAvoidanceCap, 100, "Limit on avoidance granted by items")
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RULE_INT(Character, ItemCombatEffectsCap, 100, "Limit on combat effects granted by items")
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RULE_INT(Character, ItemCombatEffectsCap, 100, "Limit on combat effects granted by items")
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RULE_INT(Character, ItemShieldingCap, 35, "Limit on shielding granted by items")
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RULE_INT(Character, ItemShieldingCap, 35, "Limit on shielding granted by items")
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RULE_INT(Character, ItemSpellShieldingCap, 35, "Limit on spell shieldung granted by items")
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RULE_INT(Character, ItemSpellShieldingCap, 35, "Limit on spell shielding granted by items")
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RULE_INT(Character, ItemDoTShieldingCap, 35, "Limit on DoT shielding granted by items")
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RULE_INT(Character, ItemDoTShieldingCap, 35, "Limit on DoT shielding granted by items")
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RULE_INT(Character, ItemStunResistCap, 35, "Limit on resistance granted by items")
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RULE_INT(Character, ItemStunResistCap, 35, "Limit on resistance granted by items")
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RULE_INT(Character, ItemStrikethroughCap, 35, "Limit on strikethrough granted by items")
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RULE_INT(Character, ItemStrikethroughCap, 35, "Limit on strikethrough granted by items")
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@ -91,7 +91,7 @@ RULE_INT(Character, ItemClairvoyanceCap, 250, "Limit on clairvoyance granted by
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RULE_INT(Character, ItemDSMitigationCap, 50, "Limit on damageshield mitigation granted by items")
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RULE_INT(Character, ItemDSMitigationCap, 50, "Limit on damageshield mitigation granted by items")
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RULE_INT(Character, ItemEnduranceRegenCap, 15, "Limit on endurance regeneration granted by items")
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RULE_INT(Character, ItemEnduranceRegenCap, 15, "Limit on endurance regeneration granted by items")
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RULE_INT(Character, ItemExtraDmgCap, 150, "Cap for bonuses to melee skills like Bash, Frenzy, etc.")
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RULE_INT(Character, ItemExtraDmgCap, 150, "Cap for bonuses to melee skills like Bash, Frenzy, etc.")
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RULE_INT(Character, HasteCap, 100, "Haste cap for non-v3(overhaste) haste")
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RULE_INT(Character, HasteCap, 100, "Haste cap for non-v3(over haste) haste")
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RULE_INT(Character, SkillUpModifier, 100, "The probability for a skill-up is multiplied by value/100")
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RULE_INT(Character, SkillUpModifier, 100, "The probability for a skill-up is multiplied by value/100")
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RULE_BOOL(Character, SharedBankPlat, false, "Shared bank platinum. Off by default to prevent duplication")
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RULE_BOOL(Character, SharedBankPlat, false, "Shared bank platinum. Off by default to prevent duplication")
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RULE_BOOL(Character, BindAnywhere, false, "Allows players to bind their soul anywhere in the world")
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RULE_BOOL(Character, BindAnywhere, false, "Allows players to bind their soul anywhere in the world")
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@ -112,14 +112,14 @@ RULE_INT(Character, RespawnFromHoverTimer, 300, "Respawn Window countdown timer,
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RULE_BOOL(Character, UseNewStatsWindow, true, "Setting whether the new Stats window, which displays all information, should be used")
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RULE_BOOL(Character, UseNewStatsWindow, true, "Setting whether the new Stats window, which displays all information, should be used")
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RULE_BOOL(Character, ItemCastsUseFocus, false, "If true, this allows item clickies to use focuses that have limited maximum levels on them")
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RULE_BOOL(Character, ItemCastsUseFocus, false, "If true, this allows item clickies to use focuses that have limited maximum levels on them")
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RULE_INT(Character, MinStatusForNoDropExemptions, 80, "This allows status x and higher to trade no drop items")
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RULE_INT(Character, MinStatusForNoDropExemptions, 80, "This allows status x and higher to trade no drop items")
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RULE_INT(Character, SkillCapMaxLevel, 75, "Sets the Maximum Level used for Skill Caps (from skill_caps table). -1 makes it use MaxLevel rule value. It is set to 75 because PEQ only has skillcaps up to that level, and grabbing the players' skill past 75 will return 0, breaking all skills past that level. This helps servers with obsurd level caps (75+ level cap) function without any modifications")
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RULE_INT(Character, SkillCapMaxLevel, 75, "Sets the Maximum Level used for Skill Caps (from skill_caps table). -1 makes it use MaxLevel rule value. It is set to 75 because PEQ only has skill caps up to that level, and grabbing the players' skill past 75 will return 0, breaking all skills past that level. This helps servers with obsurd level caps (75+ level cap) function without any modifications")
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RULE_INT(Character, StatCap, 0, "If StatCap > 0 then this value is used. If it is 0, the value of the following code is used: If Level < 61: 255. If Level >= 61 and the client SoF or newer: 255 + 5 x (level -60). If the client is older than SoF and the level < 71 then: 255 + x (level-60). In all other cases: 330.")
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RULE_INT(Character, StatCap, 0, "If StatCap > 0 then this value is used. If it is 0, the value of the following code is used: If Level < 61: 255. If Level >= 61 and the client SoF or newer: 255 + 5 x (level -60). If the client is older than SoF and the level < 71 then: 255 + x (level-60). In all other cases: 330.")
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RULE_BOOL(Character, CheckCursorEmptyWhenLooting, true, "If true, a player cannot loot a corpse (player or NPC) with an item on their cursor")
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RULE_BOOL(Character, CheckCursorEmptyWhenLooting, true, "If true, a player cannot loot a corpse (player or NPC) with an item on their cursor")
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RULE_BOOL(Character, MaintainIntoxicationAcrossZones, true, "If true, alcohol effects are maintained across zoning and logging out/in")
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RULE_BOOL(Character, MaintainIntoxicationAcrossZones, true, "If true, alcohol effects are maintained across zoning and logging out/in")
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RULE_BOOL(Character, EnableDiscoveredItems, true, "If enabled, it enables EVENT_DISCOVER_ITEM and also saves character names and timestamps for the first time an item is discovered")
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RULE_BOOL(Character, EnableDiscoveredItems, true, "If enabled, it enables EVENT_DISCOVER_ITEM and also saves character names and timestamps for the first time an item is discovered")
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RULE_BOOL(Character, EnableXTargetting, true, "Enable Extended Targeting Window, for users with UF and later clients")
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RULE_BOOL(Character, EnableXTargetting, true, "Enable Extended Targeting Window, for users with UF and later clients")
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RULE_BOOL(Character, EnableAggroMeter, true, "Enable Aggro Meter, for users with RoF and later clients")
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RULE_BOOL(Character, EnableAggroMeter, true, "Enable Aggro Meter, for users with RoF and later clients")
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RULE_BOOL(Character, KeepLevelOverMax, false, "Don't delevel a character that has somehow gone over the level cap")
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RULE_BOOL(Character, KeepLevelOverMax, false, "Don't de-level a character that has somehow gone over the level cap")
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RULE_INT(Character, FoodLossPerUpdate, 32, "How much food/water you lose per stamina update")
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RULE_INT(Character, FoodLossPerUpdate, 32, "How much food/water you lose per stamina update")
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RULE_BOOL(Character, EnableHungerPenalties, false, "Being hungry/thirsty has negative effects -- it does appear normal live servers do not have penalties")
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RULE_BOOL(Character, EnableHungerPenalties, false, "Being hungry/thirsty has negative effects -- it does appear normal live servers do not have penalties")
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RULE_BOOL(Character, EnableFoodRequirement, true, "If disabled, food is no longer required")
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RULE_BOOL(Character, EnableFoodRequirement, true, "If disabled, food is no longer required")
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@ -129,16 +129,16 @@ RULE_INT(Character, BaseRunSpeedCap, 158, "Base Run Speed Cap, on live it's 158%
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjustment. Lower is faster")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")
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RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")
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@ -147,7 +147,7 @@ RULE_BOOL(Character, ActiveInvSnapshots, false, "Takes a periodic snapshot of in
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RULE_INT(Character, InvSnapshotMinIntervalM, 180, "Minimum time between inventory snapshots (minutes)")
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RULE_INT(Character, InvSnapshotMinIntervalM, 180, "Minimum time between inventory snapshots (minutes)")
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RULE_INT(Character, InvSnapshotMinRetryM, 30, "Time to re-attempt an inventory snapshot after a failure (minutes)")
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RULE_INT(Character, InvSnapshotMinRetryM, 30, "Time to re-attempt an inventory snapshot after a failure (minutes)")
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RULE_INT(Character, InvSnapshotHistoryD, 30, "Time to keep snapshot entries (days)")
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RULE_INT(Character, InvSnapshotHistoryD, 30, "Time to keep snapshot entries (days)")
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RULE_BOOL(Character, RestrictSpellScribing, false, "Setting whether to testricts spell scribing to allowable races/classes of spell scroll")
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RULE_BOOL(Character, RestrictSpellScribing, false, "Setting whether to restrict spell scribing to allowable races/classes of spell scroll")
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RULE_BOOL(Character, UseStackablePickPocketing, true, "Allows stackable pickpocketed items to stack instead of only being allowed in empty inventory slots")
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RULE_BOOL(Character, UseStackablePickPocketing, true, "Allows stackable pickpocketed items to stack instead of only being allowed in empty inventory slots")
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RULE_BOOL(Character, EnableAvoidanceCap, false, "Setting whether the avoidance cap should be activated")
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RULE_BOOL(Character, EnableAvoidanceCap, false, "Setting whether the avoidance cap should be activated")
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RULE_INT(Character, AvoidanceCap, 750, "750 Is a pretty good value, seen people dodge all attacks beyond 1,000 Avoidance")
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RULE_INT(Character, AvoidanceCap, 750, "750 Is a pretty good value, seen people dodge all attacks beyond 1,000 Avoidance")
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@ -197,7 +197,7 @@ RULE_INT(Skills, MaxTrainSpecializations, 50, "Maximum level a GM trainer will t
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RULE_INT(Skills, SwimmingStartValue, 100, "Start value of swimming skill")
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RULE_INT(Skills, SwimmingStartValue, 100, "Start value of swimming skill")
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RULE_BOOL(Skills, TrainSenseHeading, false, "Switch whether SenseHeading is trained by use")
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RULE_BOOL(Skills, TrainSenseHeading, false, "Switch whether SenseHeading is trained by use")
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RULE_INT(Skills, SenseHeadingStartValue, 200, "Start value of sense heading skill")
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RULE_INT(Skills, SenseHeadingStartValue, 200, "Start value of sense heading skill")
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RULE_BOOL(Skills, SelfLanguageLearning, true, "Enabling self learning of languages")
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RULE_BOOL(Skills, SelfLanguageLearning, true, "Enabling self-learning of languages")
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RULE_BOOL(Skills, RequireTomeHandin, false, "Disable click-to-learn and force hand in to Guild Master")
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RULE_BOOL(Skills, RequireTomeHandin, false, "Disable click-to-learn and force hand in to Guild Master")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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@ -339,7 +339,7 @@ RULE_BOOL(Spells, ReflectMessagesClose, true, "True (Live functionality) is for
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RULE_INT(Spells, VirusSpreadDistance, 30, "The distance a viral spell will jump to its next victim")
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RULE_INT(Spells, VirusSpreadDistance, 30, "The distance a viral spell will jump to its next victim")
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RULE_BOOL(Spells, LiveLikeFocusEffects, true, "Determines whether specific healing, dmg and mana reduction focuses are randomized")
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RULE_BOOL(Spells, LiveLikeFocusEffects, true, "Determines whether specific healing, dmg and mana reduction focuses are randomized")
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RULE_INT(Spells, BaseImmunityLevel, 55, "The level that targets start to be immune to stun, fear and mez spells with a maximum level of 0")
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RULE_INT(Spells, BaseImmunityLevel, 55, "The level that targets start to be immune to stun, fear and mez spells with a maximum level of 0")
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RULE_BOOL(Spells, NPCIgnoreBaseImmunity, true, "Whether or not NPCget to ignore the BaseImmunityLevel for their spells")
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RULE_BOOL(Spells, NPCIgnoreBaseImmunity, true, "Whether or not NPC get to ignore the BaseImmunityLevel for their spells")
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RULE_REAL(Spells, AvgSpellProcsPerMinute, 6.0, "Adjust rate for sympathetic spell procs")
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RULE_REAL(Spells, AvgSpellProcsPerMinute, 6.0, "Adjust rate for sympathetic spell procs")
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RULE_INT(Spells, ResistFalloff, 67, "Maximum that level that will adjust our resist chance based on level modifiers")
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RULE_INT(Spells, ResistFalloff, 67, "Maximum that level that will adjust our resist chance based on level modifiers")
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RULE_INT(Spells, CharismaEffectiveness, 10, "Determines how much resist modification charisma applies to charm/pacify checks. Default 10 CHA = -1 resist mod")
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RULE_INT(Spells, CharismaEffectiveness, 10, "Determines how much resist modification charisma applies to charm/pacify checks. Default 10 CHA = -1 resist mod")
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@ -397,7 +397,7 @@ RULE_INT(Combat, PetBaseCritChance, 0, "Pet base crit chance")
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RULE_INT(Combat, NPCBashKickLevel, 6, "The level that NPCcan KICK/BASH")
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RULE_INT(Combat, NPCBashKickLevel, 6, "The level that NPCcan KICK/BASH")
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RULE_INT(Combat, NPCBashKickStunChance, 15, "Percent chance that a bash/kick will stun")
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RULE_INT(Combat, NPCBashKickStunChance, 15, "Percent chance that a bash/kick will stun")
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RULE_INT(Combat, MeleeCritDifficulty, 8900, "Value against which is rolled to check if a melee crit is triggered. Lower is easier")
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RULE_INT(Combat, MeleeCritDifficulty, 8900, "Value against which is rolled to check if a melee crit is triggered. Lower is easier")
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RULE_INT(Combat, ArcheryCritDifficulty, 3400, "Value against which is rolled to check if a archery crit is triggered. Lower is easier")
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RULE_INT(Combat, ArcheryCritDifficulty, 3400, "Value against which is rolled to check if an archery crit is triggered. Lower is easier")
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RULE_INT(Combat, ThrowingCritDifficulty, 1100, "Value against which is rolled to check if a throwing crit is triggered. Lower is easier")
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RULE_INT(Combat, ThrowingCritDifficulty, 1100, "Value against which is rolled to check if a throwing crit is triggered. Lower is easier")
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RULE_BOOL(Combat, NPCCanCrit, false, "Setting whether an NPC can land critical hits")
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RULE_BOOL(Combat, NPCCanCrit, false, "Setting whether an NPC can land critical hits")
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RULE_BOOL(Combat, UseIntervalAC, true, "Switch whether bonuses, armour class, multipliers, classes and caps should be considered in the calculation of damage values")
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RULE_BOOL(Combat, UseIntervalAC, true, "Switch whether bonuses, armour class, multipliers, classes and caps should be considered in the calculation of damage values")
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@ -416,7 +416,7 @@ RULE_REAL(Combat, BaseProcChance, 0.035, "Base chance for procs")
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RULE_REAL(Combat, ProcDexDivideBy, 11000, "Divisor for the probability of a proc increased by dexterity")
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RULE_REAL(Combat, ProcDexDivideBy, 11000, "Divisor for the probability of a proc increased by dexterity")
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RULE_BOOL(Combat, AdjustSpecialProcPerMinute, true, "Set PPM for special abilities like HeadShot (Live does this as of 4-14)")
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RULE_BOOL(Combat, AdjustSpecialProcPerMinute, true, "Set PPM for special abilities like HeadShot (Live does this as of 4-14)")
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RULE_REAL(Combat, AvgSpecialProcsPerMinute, 2.0, "Unclear what best value is atm")
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RULE_REAL(Combat, AvgSpecialProcsPerMinute, 2.0, "Unclear what best value is atm")
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RULE_REAL(Combat, BaseHitChance, 69.0, "Base chance to hiz")
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RULE_REAL(Combat, BaseHitChance, 69.0, "Base chance to hit")
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RULE_REAL(Combat, NPCBonusHitChance, 26.0, "Bonus chance to hit for NPC")
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RULE_REAL(Combat, NPCBonusHitChance, 26.0, "Bonus chance to hit for NPC")
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RULE_REAL(Combat, HitFalloffMinor, 5.0, "Hit will fall off up to value over the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffMinor, 5.0, "Hit will fall off up to value over the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffModerate, 7.0, "Hit will fall off up to value over the three levels after the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffModerate, 7.0, "Hit will fall off up to value over the three levels after the initial level range (percent)")
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@ -490,14 +490,14 @@ RULE_BOOL(Combat, ProjectileDmgOnImpact, true, "If enabled, projectiles (ie arro
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RULE_BOOL(Combat, MeleePush, true, "Eenable melee push")
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RULE_BOOL(Combat, MeleePush, true, "Eenable melee push")
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RULE_INT(Combat, MeleePushChance, 50, "NPC chance the target will be pushed. Made up, 100 actually isn't that bad")
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RULE_INT(Combat, MeleePushChance, 50, "NPC chance the target will be pushed. Made up, 100 actually isn't that bad")
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RULE_BOOL(Combat, UseLiveCombatRounds, true, "Turn this false if you don't want to worry about fixing up combat rounds for NPCs")
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RULE_BOOL(Combat, UseLiveCombatRounds, true, "Turn this false if you don't want to worry about fixing up combat rounds for NPCs")
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||||||
RULE_INT(Combat, NPCAssistCap, 5, "Maxiumium number of NPCthat will assist another NPC at once")
|
RULE_INT(Combat, NPCAssistCap, 5, "Maxiumium number of NPC that will assist another NPC at once")
|
||||||
RULE_INT(Combat, NPCAssistCapTimer, 6000, "Time a NPC will take to clear assist aggro cap space (milliseconds)")
|
RULE_INT(Combat, NPCAssistCapTimer, 6000, "Time a NPC will take to clear assist aggro cap space (milliseconds)")
|
||||||
RULE_BOOL(Combat, UseRevampHandToHand, false, "Use h2h revamped dmg/delays I believe this was implemented during SoF")
|
RULE_BOOL(Combat, UseRevampHandToHand, false, "Use h2h revamped dmg/delays I believe this was implemented during SoF")
|
||||||
RULE_BOOL(Combat, ClassicMasterWu, false, "Classic master wu uses a random special, modern doesn't")
|
RULE_BOOL(Combat, ClassicMasterWu, false, "Classic Master Wu uses a random special, modern doesn't")
|
||||||
RULE_REAL(Combat, HitBoxMod, 1.00, "Added to test hit boxes.")
|
RULE_REAL(Combat, HitBoxMod, 1.00, "Added to test hit boxes.")
|
||||||
RULE_INT(Combat, LevelToStopDamageCaps, 0, "Level to stop damage caps. 1 will effectively disable them, 20 should give basically same results as old incorrect system")
|
RULE_INT(Combat, LevelToStopDamageCaps, 0, "Level to stop damage caps. 1 will effectively disable them, 20 should give basically same results as old incorrect system")
|
||||||
RULE_INT(Combat, LevelToStopACTwinkControl, 50, "Level to stop armorclass twink control. 1 will effectively disable it, 50 should give basically same results as current system")
|
RULE_INT(Combat, LevelToStopACTwinkControl, 50, "Level to stop armorclass twink control. 1 will effectively disable it, 50 should give basically same results as current system")
|
||||||
RULE_BOOL(Combat, ClassicNPCBackstab, false, "True disables npc facestab - NPCget normal attack if not behind")
|
RULE_BOOL(Combat, ClassicNPCBackstab, false, "True disables NPC facestab - NPC get normal attack if not behind")
|
||||||
RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod calc in npc_scale_manager")
|
RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod calc in npc_scale_manager")
|
||||||
RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
|
RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
|
||||||
RULE_CATEGORY_END()
|
RULE_CATEGORY_END()
|
||||||
@ -508,7 +508,7 @@ RULE_INT(NPC, MajorNPCCorpseDecayTimeMS, 1500000, "NPC corpse decay time, if NPC
|
|||||||
RULE_INT(NPC, CorpseUnlockTimer, 150000, "Time after which corpses are unlocked for everyone to loot (milliseconds)")
|
RULE_INT(NPC, CorpseUnlockTimer, 150000, "Time after which corpses are unlocked for everyone to loot (milliseconds)")
|
||||||
RULE_INT(NPC, EmptyNPCCorpseDecayTimeMS, 0, "NPC corpse decay time, if no items are left on the corpse (milliseconds)")
|
RULE_INT(NPC, EmptyNPCCorpseDecayTimeMS, 0, "NPC corpse decay time, if no items are left on the corpse (milliseconds)")
|
||||||
RULE_BOOL(NPC, UseItemBonusesForNonPets, true, "Switch whether item bonuses should be used for NPCs who are not pets")
|
RULE_BOOL(NPC, UseItemBonusesForNonPets, true, "Switch whether item bonuses should be used for NPCs who are not pets")
|
||||||
RULE_BOOL(NPC, UseBaneDamage, false, "If NPCs can't inheriently hit the target we don't add bane/magic dmg which isn't exactly the same as PCs")
|
RULE_BOOL(NPC, UseBaneDamage, false, "If NPCs can't inherently hit the target we don't add bane/magic dmg which isn't exactly the same as PCs")
|
||||||
RULE_INT(NPC, SayPauseTimeInSec, 5, "Time span in which an NPC pauses his movement after a Say event without aggro (seconds)")
|
RULE_INT(NPC, SayPauseTimeInSec, 5, "Time span in which an NPC pauses his movement after a Say event without aggro (seconds)")
|
||||||
RULE_INT(NPC, OOCRegen, 0, "Enable out-of-combat regeneration for NPC")
|
RULE_INT(NPC, OOCRegen, 0, "Enable out-of-combat regeneration for NPC")
|
||||||
RULE_BOOL(NPC, BuffFriends, false, "Setting whether NPC should buff other NPC")
|
RULE_BOOL(NPC, BuffFriends, false, "Setting whether NPC should buff other NPC")
|
||||||
@ -516,27 +516,27 @@ RULE_BOOL(NPC, EnableNPCQuestJournal, false, "Setting whether the NPC Quest Jour
|
|||||||
RULE_INT(NPC, LastFightingDelayMovingMin, 10000, "Minimum time before mob goes home after all aggro loss (milliseconds)")
|
RULE_INT(NPC, LastFightingDelayMovingMin, 10000, "Minimum time before mob goes home after all aggro loss (milliseconds)")
|
||||||
RULE_INT(NPC, LastFightingDelayMovingMax, 20000, "Maximum time before mob goes home after all aggro loss (milliseconds)")
|
RULE_INT(NPC, LastFightingDelayMovingMax, 20000, "Maximum time before mob goes home after all aggro loss (milliseconds)")
|
||||||
RULE_BOOL(NPC, SmartLastFightingDelayMoving, true, "When true, mobs that started going home previously will do so again immediately if still on FD hate list")
|
RULE_BOOL(NPC, SmartLastFightingDelayMoving, true, "When true, mobs that started going home previously will do so again immediately if still on FD hate list")
|
||||||
RULE_BOOL(NPC, ReturnNonQuestNoDropItems, false, "Returns NO DROP items on NPCthat don't have an EVENT_TRADE sub in their script")
|
RULE_BOOL(NPC, ReturnNonQuestNoDropItems, false, "Returns NO DROP items on NPC that don't have an EVENT_TRADE sub in their script")
|
||||||
RULE_INT(NPC, StartEnrageValue, 9, " Percentage HP that an NPC will begin to enrage")
|
RULE_INT(NPC, StartEnrageValue, 9, " Percentage HP that an NPC will begin to enrage")
|
||||||
RULE_BOOL(NPC, LiveLikeEnrage, false, "If set to true then only player controlled pets will enrage")
|
RULE_BOOL(NPC, LiveLikeEnrage, false, "If set to true then only player controlled pets will enrage")
|
||||||
RULE_BOOL(NPC, EnableMeritBasedFaction, false, "If set to true, faction will given in the same way as experience (solo/group/raid)")
|
RULE_BOOL(NPC, EnableMeritBasedFaction, false, "If set to true, faction will given in the same way as experience (solo/group/raid)")
|
||||||
RULE_INT(NPC, NPCToNPCAggroTimerMin, 500, "Minimum time span after which one NPC aggro another NPC (milliseconds)")
|
RULE_INT(NPC, NPCToNPCAggroTimerMin, 500, "Minimum time span after which one NPC aggro another NPC (milliseconds)")
|
||||||
RULE_INT(NPC, NPCToNPCAggroTimerMax, 6000, "Maximum time span after which one NPC aggro another NPC (milliseconds)")
|
RULE_INT(NPC, NPCToNPCAggroTimerMax, 6000, "Maximum time span after which one NPC aggro another NPC (milliseconds)")
|
||||||
RULE_BOOL(NPC, UseClassAsLastName, true, "Uses class archetype as LastName for NPCwith none")
|
RULE_BOOL(NPC, UseClassAsLastName, true, "Uses class archetype as LastName for NPC with none")
|
||||||
RULE_BOOL(NPC, NewLevelScaling, true, "Better level scaling, use old if new formulas would break your server")
|
RULE_BOOL(NPC, NewLevelScaling, true, "Better level scaling, use old if new formulas would break your server")
|
||||||
RULE_INT(NPC, NPCGatePercent, 20, " Percentage at which the NPC Will attempt to gate at")
|
RULE_INT(NPC, NPCGatePercent, 20, " Percentage at which the NPC Will attempt to gate at")
|
||||||
RULE_BOOL(NPC, NPCGateNearBind, false, "Will NPC attempt to gate when near bind location?")
|
RULE_BOOL(NPC, NPCGateNearBind, false, "Will NPC attempt to gate when near bind location?")
|
||||||
RULE_INT(NPC, NPCGateDistanceBind, 75, "Distance from bind before NPC will attempt to gate")
|
RULE_INT(NPC, NPCGateDistanceBind, 75, "Distance from bind before NPC will attempt to gate")
|
||||||
RULE_BOOL(NPC, NPCHealOnGate, true, "Will the NPC Heal on Gate")
|
RULE_BOOL(NPC, NPCHealOnGate, true, "Will the NPC Heal on Gate")
|
||||||
RULE_BOOL(NPC, UseMeditateBasedManaRegen, false, "Based NPC ooc regen on Meditate skill")
|
RULE_BOOL(NPC, UseMeditateBasedManaRegen, false, "Based NPC ooc regen on Meditate skill")
|
||||||
RULE_REAL(NPC, NPCHealOnGateAmount, 25, "How much the npc will heal on gate if enabled")
|
RULE_REAL(NPC, NPCHealOnGateAmount, 25, "How much the NPC will heal on gate if enabled")
|
||||||
RULE_CATEGORY_END()
|
RULE_CATEGORY_END()
|
||||||
|
|
||||||
RULE_CATEGORY(Aggro)
|
RULE_CATEGORY(Aggro)
|
||||||
RULE_BOOL(Aggro, SmartAggroList, true, "Smart aggro list attempts to choose targets in a much smarter fashion, prefering players to pets, sitting and critically injured players to normal players, and players in melee range to players not")
|
RULE_BOOL(Aggro, SmartAggroList, true, "Smart aggro list attempts to choose targets in a much smarter fashion, prefering players to pets, sitting and critically injured players to normal players, and players in melee range to players not")
|
||||||
RULE_INT(Aggro, SittingAggroMod, 35, "Aggro increase against sitting targets. 35=35%")
|
RULE_INT(Aggro, SittingAggroMod, 35, "Aggro increase against sitting targets. 35=35%")
|
||||||
RULE_INT(Aggro, MeleeRangeAggroMod, 10, "Aggro increase against targets in melee range. 10=10%")
|
RULE_INT(Aggro, MeleeRangeAggroMod, 10, "Aggro increase against targets in melee range. 10=10%")
|
||||||
RULE_INT(Aggro, CurrentTargetAggroMod, 0, "Aggro increase against current target. 0% = prefer the current target to any other. Makes it harder for our NPCto switch targets")
|
RULE_INT(Aggro, CurrentTargetAggroMod, 0, "Aggro increase against current target. 0% = prefer the current target to any other. Makes it harder for our NPC to switch targets")
|
||||||
RULE_INT(Aggro, CriticallyWoundedAggroMod, 100, "Aggro increase against critical wounded targets")
|
RULE_INT(Aggro, CriticallyWoundedAggroMod, 100, "Aggro increase against critical wounded targets")
|
||||||
RULE_INT(Aggro, SpellAggroMod, 100, "Aggro increase for spells")
|
RULE_INT(Aggro, SpellAggroMod, 100, "Aggro increase for spells")
|
||||||
RULE_INT(Aggro, SongAggroMod, 33, "Aggro increase for songs")
|
RULE_INT(Aggro, SongAggroMod, 33, "Aggro increase for songs")
|
||||||
@ -620,7 +620,7 @@ RULE_BOOL(Chat, EnableVoiceMacros, true, "Enable voice macros")
|
|||||||
RULE_BOOL(Chat, EnableMailKeyIPVerification, true, "Setting whether the authenticity of the client should be verified via its IP address when accessing the InGame mailbox")
|
RULE_BOOL(Chat, EnableMailKeyIPVerification, true, "Setting whether the authenticity of the client should be verified via its IP address when accessing the InGame mailbox")
|
||||||
RULE_BOOL(Chat, EnableAntiSpam, true, "Enable anti-spam system for chat")
|
RULE_BOOL(Chat, EnableAntiSpam, true, "Enable anti-spam system for chat")
|
||||||
RULE_BOOL(Chat, SuppressCommandErrors, false, "Do not suppress command errors by default")
|
RULE_BOOL(Chat, SuppressCommandErrors, false, "Do not suppress command errors by default")
|
||||||
RULE_INT(Chat, MinStatusToBypassAntiSpam, 100, "Minimum status to bypass the anti spam system")
|
RULE_INT(Chat, MinStatusToBypassAntiSpam, 100, "Minimum status to bypass the anti-spam system")
|
||||||
RULE_INT(Chat, MinimumMessagesPerInterval, 4, "Minimum number of chat messages allowed per interval. The karma value is added to this value")
|
RULE_INT(Chat, MinimumMessagesPerInterval, 4, "Minimum number of chat messages allowed per interval. The karma value is added to this value")
|
||||||
RULE_INT(Chat, MaximumMessagesPerInterval, 12, "Maximum value of chat messages allowed per interval")
|
RULE_INT(Chat, MaximumMessagesPerInterval, 12, "Maximum value of chat messages allowed per interval")
|
||||||
RULE_INT(Chat, MaxMessagesBeforeKick, 20, "If an attempt is made to send more than the maximum allowed number of chat messages per interval, the client will be disconnected after this absolute number of messages")
|
RULE_INT(Chat, MaxMessagesBeforeKick, 20, "If an attempt is made to send more than the maximum allowed number of chat messages per interval, the client will be disconnected after this absolute number of messages")
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user